var status = -1;
var selectionLog = [];

function action(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.curNodeEventEnd(true);
            cm.setInGameDirectionMode(true, false, true);
            cm.inGameDirectionEvent_SetHideEffect(1);
            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 0);
            cm.inGameDirectionEvent_AskAnswerTime(500);
            cm.curNodeEventEnd(true)
        } else {
            if (status === a++) {
                cm.inGameDirectionEvent_PushScaleInfo(0, 2000, 0, 1600, -1600)
            } else {
                if (status === a++) {
                    cm.inGameDirectionEvent_AskAnswerTime(500)
                } else {
                    if (status === a++) {
                        cm.inGameDirectionEvent_PushScaleInfo(9000, 1000, 9000, 1700, -800)
                    } else {
                        if (status === a++) {
                            cm.inGameDirectionEvent_AskAnswerTime(500)
                        } else {
                            if (status === a++) {
                                cm.fieldEffect_InsertCanvas(0, 0, 0, 0, 0, 1000, 0);
                                cm.inGameDirectionEvent_AskAnswerTime(2000)
                            } else {
                                if (status === a++) {
                                    cm.inGameDirectionEvent_MonologueScroll("#fMap/Effect2.img/blackHeaven/act2op1/0#", 0, 2, 10, 2)
                                } else {
                                    if (status === a++) {
                                        cm.inGameDirectionEvent_MonologueScroll("\r\n#fMap/Effect2.img/blackHeaven/act2op2/0#", 1, 2, 10, 2)
                                    } else {
                                        if (status === a++) {
                                            cm.fieldEffect_InsertCanvas(1, 200, 0, 0, 0, 1300, 0);
                                            cm.inGameDirectionEvent_AskAnswerTime(1600)
                                        } else {
                                            if (status === a++) {
                                                cm.inGameDirectionEvent_Monologue("#fs34#\r\n\r\n\r\n\r\n\r\n-ACT 2-\r\n#fs28#出战, 水晶花园!", 1);
                                                cm.effect_Voice("Field.img/flowervioleta/wink", 100)
                                            } else {
                                                if (status === a++) {
                                                    cm.fieldEffect_InsertCanvas(0, 0, 0, 0, 0, 1300, 0);
                                                    cm.inGameDirectionEvent_AskAnswerTime(1600)
                                                } else {
                                                    if (status === a++) {
                                                        cm.inGameDirectionEvent_PushScaleInfo(12000, 1000, 12000, 0, 0)
                                                    } else {
                                                        if (status === a++) {
                                                            cm.inGameDirectionEvent_AskAnswerTime(9000)
                                                        } else {
                                                            if (status === a++) {
                                                                cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 500, 0);
                                                                cm.inGameDirectionEvent_AskAnswerTime(500)
                                                            } else {
                                                                if (status === a++) {
                                                                    cm.inGameDirectionEvent_PushMoveInfo(1, 0, 0, 0)
                                                                } else {
                                                                    if (status === a++) {
                                                                        cm.dispose();
                                                                        cm.warp(350020100, 0, true);
                                                                        cm.inGameDirectionEvent_SetHideEffect(0);
                                                                        cm.setInGameDirectionMode(false, true, false)
                                                                    }
                                                                }
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

function start() {
    status = -1;
    action(1, 0, 0)
};